"The starting radius for Purify was decreased from 3 to 1.5, and each upgrade now provides .007 additional range. Using the cleansing light of Purify to its fullest will now require timing and positioning, not just a random flick of the wrist."
Mystical deck was overpowered in high elo. So you made 3 huge nerfs all on the same deck: Zen cartman nerf, purify nerf and regeneration nerf: they all target the same deck. I don't like this at all:
1- Changes for high elo effect everyone. This change was made only considering the needs of high elo players. Which is %1 and very very flexible. They have all the cards and have the option to flick to some other deck and play competitive. Do you know what happens when the meta shifts in low elo? You sit on your hands with your zen cartman and cry. Not only your effort but your klans effort to help you get your zen to level 2/3 has been for naught. Low elo can't respond to hard shifts. You can't target a deck and ruin it.
2- Only meaningful upgrades. Upgrades should be a thing to look forward to. I should be able to get a card and say: wow if I get this to level 6 it will spawn 6 indians or it will have 4 range. Make the starting range 0.75 if you must but have upgrades. 0.1 range or 0.007 range doesn't mean anything not after Pierce Brosnan it doesn't. Having something to look forward to is important make upgrades meaningful if not range add damage increase duration increase or add another effect. Let the game grow don't stub it in the bud.
3- Consider PvE. Regeneration cleanse and zen cartman are bread and butter of PvE. It doesn't matter in high elo but many many people are looking forward to cardman telling them they have a phone addiction after finishing level 60. The effects should be compensated in PvE somehow.
4- High elo changes don't last. The competitive players are scum. Once a few learns new overpowered stuff to abuse the others will copy it. In a flash their whole decks will be more or less the same again. Don't go for a wild goose chase. Don't make us suffer for a small percentage of players.
I disagree with some of that.Originally Posted by jc322011 Go to original post
Fireball's radius is already not that big. It's effective to use when the enemy spams cards, and it has a reasonable cost too. With a reduced range, it'll be a waste of energy, while arrowstorm is global and costs less.
The only thing that makes Heidi worth playing is her energy cost. Why would she cost as much as Storyteller Jimmy, who reduces attacks? Or Program Stan, who freezes enemies? And many more. I mean, Heidi is smart and funny.. but still.
Also, I'm very happy about the nerfs! Good job, you guys.
Your comparing Epic cards to a common card, i think you just proved my point. A common card that can take on epic cards that's significantly easier to upgrade. In a deck that can spam heidi and 2 assassins for 6 power. Then drop HHK and add an instant 2 card advantage. 95% of the people i play use this same strategy and deck , when everyone uses it, there is a reason.Originally Posted by FreeGamesPlz Go to original post
Zen cartman nerf is just a joke. I face him 9 game on 10. It's 1200 hp for 3 energy ! He can solo stop and tempo a massive push for only 3 ! This card need to cost 4...
Nothing about HHC this guys who can decide who win a game.
I hope purify nerf its enough, this card is really too polyvalent and **** all sci fi mechanics for only 1...
Nothing about the random cards rotation system.
I think a 6 card hand would be a good thing for 12 card decks.(actually we have 5)
and that 9 energy power push is instantly wiped off the map by a 4 cost arrowstorm....for a zero card advantage. and similar energy trade. That is what I call balance. Go ahead...you send your glass cannons at me. Heidi has no ability other than being a cheap tanky little fighter. And my Ike and take HH on 1v1. Not everyone will have the resources necessary to level the epics....but giving commons the ability to battle in the same arena with the cards that are less attainable...that is the definition of balance.Originally Posted by jc322011 Go to original post
Sure, little tweaks are needed here and there, but just because you haven't come up with a strategy or proper deck synergy, doesn't mean things are OP and need nerfs.
I've been rolling with pretty much the same deck all along. I came up with the Mystical/Adventure combo long before people started *****ing about OP cards. I have suffered through the nerfs throughout the 20's and into the 30's. I am excited to see what some of these cards do at higher levels.
So your counter to an OP deck is another card from the same deck? At least arrowstorm is an Epic level card. The radius is too big but the damage isnt overpowering.Originally Posted by Stanima1981 Go to original post
Just proving that adventure deck has more OP cards .
Fair point... Fine, I will cast a combination of my Fantasy cards who make everything invincible and immune and faster...still taking out all the assassins for an even energy trade...but this time I will still have 2-3 characters still left on the board....Or poison the field and they all die before crossing the middle line...either way, there are counters and other ways around things. And the META changes from rank to rank. I hear of people complaining at the higher levels that Legends are useless and no one plays them. Most of the complaints sound like whining from layers who aren't as savvy at deck building. I have the blue/green deck that you hate...and i am stopped dead by a strong fantasy deck....and effing pigeons....
But at least with a lucky draw poison or invincibility can be countered with purify or regen. Not to mention HHK will probably just Insta kill Kyle before anyways.Originally Posted by Stanima1981 Go to original post
Now if HHK would target nearest, or even furthest, for counter to people camping dps behind NK, i would be better with that, because you have a chance t to react with something.
Birds are a bit ridiculous though. It's why i keep rogue token around.